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About Fellgrim CogmaesterMale traveller gnome alchemist (grenadier) 8/master chymist 3
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Magic:
Spell-Like Abilities (CL 11th; concentration +12) 1/day—arcane mark, comprehend languages, message, read magic Alchemist (Grenadier) Extracts Prepared (CL 9th; concentration +13)
Alchemical Formulas
Statistics:
Str 12, Dex 16, Con 13, Int 18, Wis 12, Cha 13 Base Atk +9; CMB +9; CMD 25 Feats Amateur Investigator[ACG], Extra Discovery[APG], Martial Weapon Proficiency (earth breaker), Point-Blank Shot, Precise Shot, Ricochet Splash Weapon[UM], Studied Combatant[ACG], Throw Anything
Skills
Racial Modifiers +2 Perception
SQ advanced mutagen (night vision[APG]), alchemical weapon, alchemy (alchemy crafting +8), directed blast, discoveries (fast bombs, healing touch[UM], infuse mutagen, infusion, spontaneous healing[UM]), magical linguist[APG], master tinker[APG], mutagen (+4/-2, +2 natural armor, 110 minutes), mutagenic form, mutate, precise bombs, swift alchemy
Equipment:
Alchemical Gear: alchemical solvent[APG], antiplague[APG], antidote kit[UE], escape dust[ARG], formula alembic[UE], hybridization funnel[UE], mutagen[APG], oil, smokestick, thunderstone, travelling formula book[UE], vermin repellent[UE], copied formula cost (1st@10 2nd@40 3rd@90 4th@160 (worth 80 gp) ; Combat Gear: +4 chain shirt, +1 elysian bronze earth breaker[UE], +1 light crossbow with 40 bolts and 1 grappling bolt, hushing bolt[UE], tangle bolt[APG], cold iron crossbow bolts (silvered) (10), caltrop bead, ring of protection +1, oil of magic weapon, screaming bolt, holy weapon balm[ACG] Magick Gear:potion of gaseous form, potion of haste, potion of heroism, potion of neutralize poison, potion of protection from evil, potion of remove curse, potion of sanctuary, potion of water breathing, snapleaf[UE], wand of cure light wounds, wand of enlarge person, aegis of recovery[UE], belt of physical might +2 (Str, Con), boots of striding and springing, brass spider[ACG], cloak of resistance +4, gloves of reconnaissance[UE], handy haversack, headband of ponderous recollection[UE], lenses of detection, wayfinder[ISWG] Other Gear: bandolier[UE], bandolier[UE], bedroll, belt pouch, belt pouch, earplugs[APG], filter hood[UE], flask, flint and steel, grappling bolt[UE], ink, inkpen, masterwork thieves' tools, mess kit[UE], parchment (5), powder[APG], scroll case, silk rope (50 ft.), soap, sunrod (2), tindertwig (5), trail rations (5), waterskin, wrist sheath[UE], wrist sheath[UE] Purse 16,440 gp, 2 sp, 9 cp
Tracked Resources and Purchases:
Aegis of recovery (1 uses) - 0/1
Alchemical solvent - 0/1 Amateur Investigator (4/day) - 1/4 Antidote kit (10 uses) - 0/10 Antiplague - 0/1 Arcane Mark (1/day) - 0/1 Bomb 4d6+4 (15/day, DC 18) (Su) - 0/15 Brass spider (1/day) - 0/1 Caltrop bead - 0/1 Cold iron crossbow bolts - 0/40 cold iron crossbow bolts (silvered) - 0/10 Comprehend Languages (1/day) - 0/1 Escape dust - 0/1 Gloves of reconnaissance (1/day) - 0/1 Headband of ponderous recollection (Knowledge [local], 3/day) - 0/3 Holy weapon balm - 0/10 Hushing bolt - 0/1 Message (1/day) - 0/1 Mutagen: +4 Str, -2 Int, +2 Nat AC - 0/1 Mutate: Phys Attr +4, Mental Attr -2, +2 Nat AC. (2/day) (Su) - 0/2 Oil of magic weapon - 0/1 Potion of gaseous form - 0/1 Potion of haste - 0/1 Potion of heroism - 0/1 Potion of neutralize poison - 0/1 Potion of protection from evil - 0/1 Potion of remove curse - 0/1 Potion of sanctuary - 0/1 Potion of water breathing - 0/1 Read Magic (1/day) - 0/1 Screaming bolt - 0/1 Smokestick - 0/1 Snapleaf - 0/1 Spontaneous Healing (40 HP/day) - 5/40 Sunrod - 0/2 Tangle bolt - 0/1 Thunderstone - 0/1 Tindertwig - 0/5 Trail rations - 0/5 Vermin repellent - 0/1 Wand of cure light wounds - 4/50 Wand of enlarge person - 3/50 ------------------------------------------------------------
Special Abilities:
Alchemical Weapon (Swift Action) (Su) Add the effects of an alchemical liquid or powder to weapon. Alchemy +7 (Su) +7 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Amateur Investigator (4/day) Your knowledge is more than plain smarts - it's inspired. Benefit: Like an investigator, you have the ability to augment your Knowledge, Linguistics and Spellcraft checks by 1d6 with inspiration. Bomb 4d6+4 (14/day, DC 17) (Su) Thrown Splash Weapon deals 4d6+4 fire damage. Directed Blast (Su) Bomb does damage in 20 ft cone, attack vs. one foe and rest take splash dam. Healing Touch The alchemist gains the ability to heal other creatures. As a standard action, he may touch a creature and apply 1 round's effect of his spontaneous healing discovery to that creature; this counts toward his spontaneous healing limit for the day. The Infuse Mutagen (Su) When the alchemist creates a mutagen, he can infuse it with an extra bit of his own magical power. This inflicts 2 points of Intelligence damage to the alchemist and costs 1,000 gp in rare reagents, but the mutagen created persists on its own and is Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Magical Linguist +1 effective level for [language-dependent], glyph, symbol, or writing-related spells. +2 save vs. these spells. Master Tinker You are proficient with any weapon you have personally crafted. Mutagen (DC 17) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 100 minutes. Mutagenic Form (Chaotic Neutral) (Ex) Mutagenic form has a different alignment and personality from normal form. Mutate: Phys Attr +4, Mental Attr -2, +2 Nat AC. (2/day) (Su) Can assume mutagenic form without a mutagen, and crit or failed Fort save can force change. Night Vision (Ex) In mutagenic form, gain darkvision 60 ft and low-light vision. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Precise Bombs (Ex) Select Int mod squares to not be affected by splash effects. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Ricochet Splash Weapon Make an attack roll with a splash weapon if it misses and lands in another creature's square Spontaneous Healing (35 HP/day) The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. I Studied Combatant 1 Inspiration: +2 insight to atk and dmg for 4 rounds. Swift Alchemy (Ex) You can construct alchemical items in half the normal time. Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons. Chronicles:
Boons:
Trap Intuition: When you attempt a Reflex save to avoid a trap but before you know whether you failed, you can use this boon to reroll the save with a bonus equal to one-half your character level (rounded down). You must use the reroll results, even if it is lower. When you use this boon, cross it off your Chronicle sheet. Splinter Slayer: When a sneak attack is scored against you, you can use this boon to negate up to 2 dice of sneak attack damage from the attack. When you use this boon, cross it off your Chronicle sheet. Troglodyte Friend: You peacefully dealt with a den of troglodytes, and you are better equipped to do so again. You gain +1 on all saving throws against the extraordinary abilities of humanoids with the reptilian subtype, and you gain a +2 bonus on Diplomacy checks against such creatures. You may cross this boon off your Chronicle sheet to double these bonuses for 5 minutes. Touch of Planar Waters: Your experience with the many portals into the elemental Plane of Water in The Drowned Level have given you insight into the mysteries of the primordial plane and its inhabitants. Just being around the portals, a small amount of the plane’s magical essence has embedded itself inside you, which manifests when you are near water. As a swift action, you may use this boon to receive the benefits of touch of the sea (CL 6th). When you use this boon, cross it off this Chronicle sheet. Clockwork Engineer: After defeating Klarkosh in The Clockwork Maze, you located a journal that told of his work with the automatons and his attempts at turning himself into a construct. Researching the journal further, Klarkosh explains his processes and knowledge of engineering constructs and their programming and some of the information, while most of it ramblings, could be of use in the future. You gain a +2 bonus on Knowledge (arcana) checks made to identify creatures with the contract type, and you may make such checks to identify contracts untrained. You may cross this boon off your Chronicle sheet before rolling such a check to treat the die’s result as though it were a 20. Secrets of Serpent Magic: After being exposed to ancient serpentfolk magic in the Shrine of the Awakener, you have acquired some insight into the archaic creatures' spellcasting. You may use this boon as a swift action before casting a spell or spell-like ability to gain a +5 insight bonus on your caster level check made to overcome spell resistance with that spell. Alternatively, you may use this boon as an immediate action before attempting a saving throw against a spell or spell-like ability to gaina +4 insight bonus on that save. When you use this boon, cross it off your Chronicle sheet. Sting of Serpent Magic: You have once again experienced ancient serpentfolk magic in the depths of The Circle of Vissak-Thar and have gained even more archaic knowledge regarding how the serpentfolk practice magic and tolerate magical effects. You may use this boon as a swift action before casting a spell or spell-like ability to increase your effective casting level for that effect by two (2). Alternatively, you may use this boon as an immediate action before attempting a saving throw against a spell or spell-like ability. If you success at the saving throw, and the spell or spell-like ability has a reduced effect on a successful save, you instead avoid the effect entirely. This function much like the evasion rogue class feature or stalwart inquisitor class feature (Pathfinder RPG Advanced Player's Guide 41). When you use this boon, cross it off your Chronicle sheet. Chapter of the Damned: You have recovered an incomplete copy of the vile text known as the Book of the Damned. a treatise on fiends of all kinds. You may use the book in a variety of ways. As a free action, you can increase your effective caster level by 2 when casting a spell with the evil descriptor. As a free action you gain a +4 bonus on a Charisma-based skill or check with interacting with a lawful evil creature. As a standard action up to three (3) times per scenario, you can cast one of the following as a spell-like ability with a caster level equal to your level: desecrate, lesser planar binding (DC 19 LE only), order's wrath (DC 18), summon monster IV (DC 20 LE only) or unholy blight (DC 18) See chronicle for the bad $#!+ that happens when you do this Temporal Acceleration: Your exposure to the time-binding properties of Yarrix's tomb has provided you a limited ability to warp time to your benefit. As a standard action, you can touch a creature (requiring a successful melee touch attack against an unwilling target) to reduce the duration of all spells and spell-like abilities affecting that creature by 3 rounds (no save) or you can reduce the duration of a single spell effect that you touch by 3 rounds. You can use this ability on yourself as a swift action rather than as a standard action. When you use this boon, cross it off your Chronicle sheet. Time Dilation: Your exposure to the time-binding properties of Yarrix's tomb has provided you a limited ability to warp time to your benefit. You can use this boon when casting a non-instantaneous spell that affects as area to apply the Lingering Spell metamagic feat (Pathfinder RPG Advanced Player's Guide 164[i]) to the spell without increasing the spell's level. Alternatively, you can use this boon when casting a non-instantaneous spell to apply the Extend Spell metamagic feat to the spell without increasing the spell's level. When you use this boon, cross it off your Chronicle sheet. Automation-Aided Convalescence: You have secured the gratitude of the Steward and its staff, and they are able to repair much of the damage you might sustain over the course of your adventures. You may use this boon while in the River Kingdoms (or at the end of an adventure before receiving a Chronicle sheet or reporting the character as dead) to reduce the Prestige Point cost of any one spellcasting service of the conjuration (healing) subschool by 5 (minimum 0). When you use this boon, cross it off your Chronicle sheet. Healing Waters: While on this level, you recovered a sample of water with miraculous healing properties. The magic has diminished over time, but your have been able to sustain part of the enchantment. Treat this as a [i]potion of heal (CL6th, DC 19). When you consume it, the magic is expended, and you must cross this boon off your Chronicle sheet; the dweomer does not survive even if the drinker is under the effects of alchemical allocation (Pathfinder RPG Advanced Player's Guide 201) or similar effect that would allow one to benefit from a potion multiple times. Boon of Abraxas: In return for destroying his wayward minion, Abraxas rewarded you with a single wich. Choose one of the wishes below, and cross the other four off your Chronicle sheet. In addition, any atonement spell cost on you requires an additional 1,000 gp in rare incense as a material component (or an additional 3 Prestige Points if you use Prestige Points to purchase the spellcasting service).
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